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rsx: Optionally sync on texture read semaphore
- Some games use texture semaphore for zcull sync which is rather bizzare. However, it works on realhw as the depth test happens before fragment shader completion - Due to the high performance penalty incurred by this act, this behavior is only enabled by the "strict rendering mode" option.
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@ -219,6 +219,10 @@ namespace rsx
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{
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// Pipeline barrier seems to be equivalent to a SHADER_READ stage barrier
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// Pipeline barrier seems to be equivalent to a SHADER_READ stage barrier
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rsx::g_dma_manager.sync();
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rsx::g_dma_manager.sync();
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if (g_cfg.video.strict_rendering_mode)
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{
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rsx->sync();
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}
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// lle-gcm likes to inject system reserved semaphores, presumably for system/vsh usage
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// lle-gcm likes to inject system reserved semaphores, presumably for system/vsh usage
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// Avoid calling render to avoid any havoc(flickering) they may cause from invalid flush/write
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// Avoid calling render to avoid any havoc(flickering) they may cause from invalid flush/write
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